A repost of one of my more popular articles , upgraded for Game Studio 4.0... If you are mixing 3D rendering with 2D objects using SpriteBatch, you may notice that your 3D graphics no longer draw correctly after you have rendered sprites. This is because...

Our skinned animation sample supports any number of animations, which are imported from the input BoneContent.Animations by the SkinnedModelProcessor, stored in the output SkinningData.AnimationClips dictionary, and can be switched or blended between...

When writing about future features, there is a danger things might change in between the time I write about them and when our product ships. For this reason, I have avoided going into too much detail about a couple of planned Game Studio 4.0 features...

Software developers are most productive when working on things that offer rapid iteration, but that is not always possible. Waiting for slow code builds or test cycles limits how much code we can produce, but thanks to the power of multitasking, stalls...

Nick should need no introduction from me (long time XNA community member, indie game author, MVP, and now XNA team member). I just noticed he has a new blog on MSDN . Subscribe now! He's worth listening to.

I am fascinated by how software failures can expose what would normally be internal implementation details. For instance, my building has a conference room booking system with a screen outside each room showing the meeting schedule. Sometimes this crashes...